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# Carrinda Textrix

#### by Mark D F Shirley

The copyright of this article remains with the original author. Articles may be copied or distributed freely for personal non-profit use, provided that the author is properly credited.

#### Carrinda Textrix, Maga Ex Miscellanea

### Background

Carrinda was born in Saxony. The stories of her people recount tales of weaver-women, who spin the fates of men on their magic looms. She even glimpsed one of these faerie women one day through a knot-hole in a barn door, working away with her shuttle on a large tapestry. When Carrinda entered the barn, there was no one there, but from that day, her life changed. Her father died in an accident on the farm he worked on. Her sister got married and left home. Her brother ran off to join the army, and her mother settled down with a new husband. There was nothing to keep Carrinda in the village, so when Hertiliana of Ex Miscellanea gave her the offer of a lifetime, she accepted, and became her apprentice.

Hertiliana told her all about weaving, and the Weavers. She met with these mysterious fae as she travelled Europe with her mistress in the first three years of her apprenticeship. Then she met a young man, and they settled down together, Hertiliana agreeing that it was time that she started to learn magi, and for that they needed stability. With the blessing of her mater, Carrinda was married to Tomas, and she soon have birth to a son. Carrinda's life was split between learning magic and caring for Franck, and Tomas was left somewhat out in the cold. He eventually ran away with a younger woman. Carrinda barely noticed.

Now she is a magus, and powerful with it. Her magics are all related to weaving, sewing, and similar crafts. She has requested to be considered as a hoplite - she certainly has the appropriate skills, even if they are a little unusual. The quaesitores are considering the request, but in the mean time they have advised her to stop meddling in the affairs of magi…

#### Appearance

A dumpy middle-aged woman with flabby arms and rounded shoulders from too much work at a loom. She wears clothes of her own manufacture, always draping a shawl over her thinning brown hair. She has a forceful personality, and loves to mother people. Her aim in life seems to be to meddle in the affairs of other, particularly if it involves finding a wife for her 10 year old son - it's a bit early, but the right woman is SO hard to find…

Name: Carrinda Textrix

Parens: Hertiliana of Genoa

House: Ex Miscellanea

Age: 41 (apparent 31, Longevity potion -6)

Size: 0

### Characteristics:

Int | +2 | crafty | Str | -2 | round shoulders | Prs | 0 |  | Dex | +3 | deft
Per | +1 | intuitive | Sta | 0 |  | Com | -1 | garrulous | Qik | +1 | swift

### Virtues

Affinity with Weavings & Bindings +2
Quiet Magic +2
Gossip +2
Well Travelled +1
Extra Arts +1
Faerie Friend +1 (Weaver faerie)
Gentle Gift +1

### Flaws

Meddler -1
Fragile Constitution -1
Warped Magic (Threads of Magic) -1
Poor Reader -1
Necessary Condition (spindle or similar implement) -1
Hedge Wizard -1
Incomprehensible -1
Dependent (son) -1
Weakness (someone in need) -1

### Personality Traits

Meddlesome +3
Caring +1
Emotional -1

### Reputations

Gossip (Covenant) 1
Meddler (local area) 1

#### Confidence

3

### Abilities

Speak Latin (common) 5
Speak German (Saxonian) 4
Affinity For Binding and Weaving (Herbam) 6
Scribe Latin (illumination) 3
Magic Theory (invested items) 6
Order of Hermes Lore (Ex Miscellanea)2
Parma Magica (Corpus) 5
Certamen (Herbam) 1
Finesse (Herbam) 4
Craft -Weaving (intricacy) 3
Charm (peasantry) 2
Penetration (Corpus) 3
Concentration (Herbam) 4
Leadership (warriors) 2
Faerie Lore (weavers) 4
Area Lore - Germany (Saxony) 3

### Hermetic Arts

Creo | 7 | Animal | 5 | Ignem | 0
Intellego | 1 | Aquam | 0 | Imaginem | 4
Muto | 10 | Auram | 0 | Mentem | 3
Perdo | 7 | Corpus | 10 | Terram | 5
Rego | 5 | Herbam | 10 | Vim | 6

#### Wizard's Sigil

All spells have a visible weave effect

### Grimoire

Weaver's Trap of Webs (CrAn20) +18. Carrinda's variant creates woollen threads, but is otherwise identical
Trap of the Entwining Vines (CrHe10) +24
Tangle of Wood and Thorns (ReHe15) +22
The Mended Tear (MuAn/He 5) +21
The Unravelled Seam (PeAn/He 3) +12
Bind Wound (CrCo10) +23
The Animate Attire (ReHe/An15) +16
Watching Ward (ReVi 20) +17

### Own Spells

Rooted Feet of the Shackled Felon (MuCo/Te20) +21; R: Near, D: Sun, T: Ind. This spell causes someone's feet to meld with the earth below, anchoring them firmly to the ground. The target gets one chance to pull his feet clear, with a Dexterity roll of 10+

The Bound Portall (MuHe 25) +27; R: Near, D: Sun, T: Ind. This spell seals a door, as the wood of the door weaves itself into the wood of the frame.

Sealing the Lips (MuCo15) +26; R: Near, D: Sun, T: Ind. The targets lips are stitched together, and he or she is rendered unable to speak.

The Traveller's Fortress of Cloth (CrHe 15) +24; R: Reach, D: Sun, T: Room. This spell creates a tent, which can be large enough to sleep 12 people. It appears to grow out of surrounding vegetation, and erects and fastens itself.

Cloak of Nessus (Cr/PeHe 25) + 17; D: Near, D: Diam, T: Ind. Targeted +1. This spell creates a billowing cloak of dark red which wraps itself around the target. Like the cloak dipped in the blood of the centaur Nessus in Greek myth, this cloak is poisoned - the target must make a Stamina roll of 6+ every round to avoid losing a body level. As the cloak can last for up to 20 rounds, this spell can easily prove fatal.

Knit the Broken Bone (MuCo 10), +26, R: Touch, D: Sun, T: Ind. This spell causes the halves of a broken bone to knit together once more. The limb is made whole again, and for the duration of the spell, no pain is felt. When the spell expires, the target will suffer the wound penalties of the broken bone until it heals naturally, but will not suffer any movement penalties.

Bands of Swathing Linen (Cr/ReHe 20) + 22; R: Near, D: Sun, T: Ind. Targeted +2. The target of this spell is wrapped up tight in strips of cloth which bind his limbs tightly. He is incapable of movement while the spell is in effect.

Castle of Flesh (MuCo 35) +26, R: Touch, D: Ring, T: Group. This rather gruesome spell will work on at least 5 and up to 12 people, who must be able to stand around the caster in a ring. When the spell is cast, the bodies of the people start to weave and merge into one, making a solid wall of flesh around the caster. Apart from any psychological effect that this might have on attackers, it is very defensive, for any wound done to the castle is divided between all participants. So, if there are 8 people in the ring, eight body levels have to be inflicted before they all lose a body level. Fractions of a body level are ignored. If the participants are warriors, their arms can be left free to engage any that come close enough. If armour is worn by any of the participants, it can be incorporated with a Terram casting requisite - work out the average soak bonus for the group as a whole.

Cutting Short the Thread of Life (PeCo 40) +17; R: Near, D: Inst, T: Ind. This spell is identical to Clenching Grasp of the Crushed Heart. Its name alludes to the Fates in Greek Myth, who spun the life of a man, and snipped the thread upon his death. (this spell was learnt from her mater's texts)

### Talisman

A spindle of ash wood, with a spider's web design etched into it. This has been opened for enchantment and made into a talisman, and as yet has a single invested effect - a variant of Weaver's Trap of Webs that is 30th level, covering a larger area and making stronger threads.